Cabbagehead
Member
they're going to keep pushing it until well after gamescom.
Of course you would say that.
they're going to keep pushing it until well after gamescom.
Of course you would say that.
they're going to keep pushing it until well after gamescom. Mid September/October.
SQ42 next year.
Every update they release where they talk about basic things for SQ42 that they are just now doing when this was suppose to be released a long time ago just boggles my mind.
They are doing mo cap and blocking out pre-vis on cutscenes on a game they originally wanted to release in 2014.
I'm setting here thinking... this is stuff that should have been done ages ago.
Yes I know they've added to it and expanded on it and all that but cmon...
Every update they release where they talk about basic things for SQ42 that they are just now doing when this was suppose to be released a long time ago just boggles my mind.
They are doing mo cap and blocking out pre-vis on cutscenes on a game they originally wanted to release in 2014.
I'm setting here thinking... this is stuff that should have been done ages ago.
Yes I know they've added to it and expanded on it and all that but cmon...
Every update they release where they talk about basic things for SQ42 that they are just now doing when this was suppose to be released a long time ago just boggles my mind.
They are doing mo cap and blocking out pre-vis on cutscenes on a game they originally wanted to release in 2014.
I'm setting here thinking... this is stuff that should have been done ages ago.
Yes I know they've added to it and expanded on it and all that but cmon...
The only thing that ever said that was the kickstarter. That had a totally different scope and goal. The original kickstarter goal was $500K. They made 2.7 mil before it ended. Obviously the scope and length changed.... like they said they were going to do in the kickstarter if they got more funds.
Even as such the mocap for principle performers started in 2014 and ended in July 2015. The mocap they are talking about here is not any main character in S42, they are cinematic cutscenes for mission givers (Eckhart and Ruto) and mainly focused on Star Citizen. If I had to hazard a guess, they are making sure there is going to be some sort of uniform performances between Star Citizen and S42.
they started work on uniforms for NPCs that will be used in SQ42 during the beginning of this year. think about that.
they started work on uniforms for NPCs that will be used in SQ42 during the beginning of this year. think about that.
Kinda? They have had earlier pre-multiple UV layer version of tons of the NPCs costumes and models... they have spend a lot of time as per AtV over the last year converting and remodelling them to adhere to the new system.
Kinda? They have had earlier pre-multiple UV layer version of tons of the NPCs costumes and models... they have spend a lot of time as per AtV over the last year converting and remodelling them to adhere to the new system.
It as if CiG is hiding stuff....
Buried in colorful letter next to large images on their monthly studio reports.
So damn crafty....
Seriously though. Why do people post in this thread about stuff Cig makes publicly available and even summarizes?
It as if CiG is hiding stuff....
Buried in colorful letter next to large images on their monthly studio reports.
So damn crafty....
Seriously though. Why do people post in this thread about stuff Cig makes publicly available and even summarizes?
What does that matter?
That's just assets, that's the easiest part.
The animations and white box is the hard part. All you do is inject the asset.
Holy shit that's so far from the truth, in any given game production pipeline.
Once you have the mocap data, a robust rig, and the pipeline to assign and retarget the animation data, making the final npc models is the easiest part. Foundations, bub.
Of course, the current rig and tech is like the 3rd iteration they have. No matter how excellent it is, wasted time and resources due to escalating quality targets has been the bane of this game.
Correct me if Im wrong but wasnt the entire pitch for the kickstarter was to secure funding so that investors knew there was demand to further invest in the game? Wasnt their "real" funding requirement milestone around 50 or 60 million? I cant remember the exact number but Chris trotted it about as being the number they needed to be completely independent from other investors and also allow him to finish things faster because he could hire more people.
Truth being, they take joy in the fact that they can say anything about anything and get away with it.
They aren't the only ones who can say anything about anything and get away with it.
Needs some dampers.Finally improved landing gear.
Finally improved landing gear.
Looks great. Much improved.
Finally improved landing gear.
Oh else would that be? me or CIG? you wouldn't have taken that quote out of context. If it wasn't true. Shoot you're not even interested in the game and only show up to argue and make basless accusations anyway.
Correct me if I'm wrong...
I'm very interested in the game. I'm even more interested in the process by which the game is made, since it offers a glimpse 'behind the veil' so to speak.
I don't feel a need to keep tabs on the game on a daily basis, but whenever I see this thread on the front page I'll check it out, and I do read other articles around the net about SC's development.
What I was getting at, was that anyone can make any statement about this project and not have any evidence to back it up. For example, take Ortwin's statement about finances. We take his word for it, because we have no other choice. When Chris makes statements about 3.0 being out before the end of 2016, who would know better?
My accusations may or may not be baseless. At this point, your guess is as good as mine. If someone corrects me with hard facts, I'm happy to be proven wrong. Unless that happens, all we are doing is speculating, trying to fill in the dots.
Even your visit to CIG. You think they showed you the whole picture? Maybe they did. Maybe they vetted it very carefully so you came away with a good impression. You're free to believe what you want, but so is everyone else. Everyone has their own take on this, which is why SC is so fascinating not just as a game, not just as so-called 'open development' but as a social phenomenon.
Anyway, I know we aren't going to agree on much, but I hope you can appreciate that whilst I am quite skeptical about CIG's development process and SC's chances of success, I am not actively trying to bring down this project. If the project is a success and people are having fun with the product, that's awesome.
I don't follow the game that closely but every time I do look into it, I'm very glad I spent money on it.
Just watching the process and progress has been worth it for me. I have low expectations, simply because they've promised the world. But I haven't felt let down yet having backed almost five years ago now. No matter what happens its been incredibly fascinating.
Needs some dampers.
What makes you say it doesn't have any dampers? I'm pretty I can even see them and the motion is consistent with a second order damped system.
What makes you say it doesn't have any dampers? I'm pretty I can even see them and the motion is consistent with a second order damped system.
They could critically damp the springs. Though the maths behind each spring would be more complicated. But I suspect that they want at least one oscillation cycle to get that spring compression bounce.
(also we also know that it will be affected by the mass of the ship as well as the gravity of individual planets).
The damping just needs tuning. Zeta of 0.5 or so.
Landing gear being actually springy is making me horribly, irrationally excited.
Damping springs is actually kinda tricky in games, due to numerical instability. Above certain values (which change from case to case) the spring will start to oscillate chaotically, so games tend to avoid that.
Damping springs is actually kinda tricky in games, due to numerical instability. Above certain values (which change from case to case) the spring will start to oscillate chaotically, so games tend to avoid that.
Springing back without any flex in the frame kind of breaks it for me. Especially the Cutlass rocking and bouncing back quickly. Also to be more "real looking" it shouldn't bounce up, but hold at the lowest point and hydraulically push up. Also it shouldn't push up to the highest point either to sell the mass of the ship.